attribute vec2 aVertexPosition;
attribute vec2 aTextureCoord;

uniform mat3 projectionMatrix;
uniform mat3 filterMatrix;

varying vec2 vTextureCoord;
varying vec2 vFilterCoord;

void main(void)
{
   gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0);
   vFilterCoord = ( filterMatrix * vec3( aTextureCoord, 1.0)  ).xy;
   vTextureCoord = aTextureCoord;
}